PrC balance check please

Lopke_Quasath

First Post
Travellers of the Path, a prestige class for worshippers of Sean.

First, some background. In this HB world, individual deities rule over specific areas, although their priests may go where they please (alignment willing). Sean was a human who was raised to godhood after all his travels. He rules over a small area, but wants his priests to go abroad, although always respecting the deity whose area they are in. His priests are wanderers, healers, and fierce in their hatred for the undead. Sean's domains are: Good, Healing, Sun, Travel. Sean's priests are usually welcomed wherever they go, bringing healing and news from abroad.

The Travellers of the Path are Sean's Chosen, those who never settle down, but instead choose to go where they are needed, or fancy. They are usually clerics, but it is possible for rangers or druids to become a Traveller (some of the abilities overlap, but there is something in it for all divine magic users. Cleric entry at 6th level (with Travel domain) or 8th level (without Travel domain), Druids and Rangers at 8th).

(This was a mix of several PrC abilities, and I hope it balances out. Please check to see if it is overpowered, and if so, where and how it can be fixed. Thank you)

Requirements

Alignment: Any good (If a Traveller loses/changes their good alignment, all benefits from this PrC are lost until a good alignment is restored).
Skills: Knowledge (Religion) 5 ranks, Survival 5 ranks, Heal 8 ranks.
Feats: Endurance, Self-Sufficient
Spells: Able to cast 2nd level divine spells
Special: Must have Sean as patron deity
Must donate 20% of all wealth to the construction of roads or trails, roadside shelters, places of refuge in harsh environments, hospitals, or other establishments that ease the weariness of travel and pain, in the name of Sean. This donation must be given upon entry into the Traveller PrC and continue to be given for ANY new wealth gained. Should the donation not be paid the Traveller loses all benefits of the PrC and cannot take more levels of the PrC. Payment of the 20% donation and an Atonement restores the PrC and all the lost benefits.

Travellers of the Path
Hit Die: d8
Class Skills: The Travellers class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Spellcraft (Int), and Survival (Wis).

Skill Points at Each Level: 2 + Int modifier


Table: The Traveller
Code:
[u]L   BAB   F / R / W  Special[/u]
1   +0   +2 /+0 /+2  Turn Undead
2   +1   +3 /+0 /+3  Woodland Stride
3   +2   +3 /+1 /+3  -
4   +3   +4 /+1 /+4  Animal Companion, Low-Light Vision
5   +3   +4 /+1 /+4  Bonus Domain
6   +4   +5 /+2 /+5  Darkvision, Extra Greater Turning
7   +5   +5 /+2 /+5  Empower Healing
8   +6   +6 /+2 /+6  Positive Energy Burst
9   +6   +6 /+3 /+6  -
10  +7   +7 /+3 /+7  Domain Perfection

Class Features

Weapon and Armor Proficiency: Travellers gain no weapon or armor proficiencies.

Spells per day: When a new Traveller level is gained, the character gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before, they must decide to which class they add the new level for purposes of determining spells per day.

Turn Undead: Travellers can turn undead as clerics do. If a Traveller has this ability from another class, her class levels stack to determine her effective turning level.

Woodland Stride (Ex): A Traveller may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. If a Traveller has this ability from another class, they can share this ability with (Cha modifier, minimum 1) extra companion(s).

Animal Companion (Ex): A Traveller gains a loyal animal companion for their journeys. Treat the Traveller as a druid whose level is equal to the Traveller's class level -3. If a Traveller already has an animal companion from another class, her class levels stack (for example a Druid 7 / Traveller 4 treats their animal companion as a Druid 8).

Low-Light Vision (Ex): To aid in their travels by night, the Traveller gains low-light vision.

Bonus Domain: A Traveller who reaches 5th level is granted another of Sean's domains (Good, Healing, Sun, Travel) as a third cleric domain. He can use the granted power of the new domain, and he can choose from the three spell lists of three domains when selecting his domain spells for the day. A ranger or druid in this PrC can choose 1 domain, gaining the granted power and bonus spell list (but not an extra spell slot).

Darkvision: To find their way, even in the blackest of nights or underground, a Traveller gains Darkvision 60 feet at 6th level. If they already have darkvision, the radius of their existing darkvision increases by 30 feet.

Extra Greater Turning: The Traveller of the Path can perform a Greater Turning 1 extra time per day. If the Traveller can't perform a Greater Turning, they gain the Greater Turning ability 1 / day (as the Sun Domain's granted power). Sean abhors the undead.

Empower Healing (Ex): When a Traveller of the Path of at least 7th level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot. This ability can be used 2 / day + an additional amount equal to half Wisdom modifier.

Positive Energy Burst (Su): At the cost of 2 normal turning attempts, a Traveller of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures within 30 feet. Undead are allowed a Reflex save (DC 10 + the Travellers class level + Cha modifier) for half damage.

Domain Perfection: A Traveller chooses 1 of their existing known domains and achieves perfect knowledge of it.
Good: Perfect Self. The Traveller has travelled far enough to change type to outsider (native) and gains damage reduction 10/magic.
Healing: Perfect Healing (Ex). When a Traveller casts a domain spell from the Healing domain, that spell is affected as though by the Maximize Spell feat. The spell does not use a higher-level slot. This power supersedes the Empower Healing ability. This ability can be used once per day per TofP level.
Sun: Solar Gift. The Traveller gains 1 extra greater turning per day. The Traveller can shed a radiance which acts as natural daylight in a 30 ft radius, at will. They also gain the Extra Turning feat.
Travel: Perfect Movement (Su). The Traveller gains +10 ft. to Speed and doubles the duration of Freedom of Movement allowed by the Travel domain.



Notes:

Changes made after suggestions by posters. Thank you for all comments so far.
The original PrC is here:
[sblock]Travellers of the Path
Hit Die: d8
Class Skills: The Travellers class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Spellcraft (Int), and Survival (Wis).

Skill Points at Each Level: 2 + Int modifier

Table: The Traveller
Code:
L  BAB  F / R / W   Special
1  +0  +2 /+0 /+2   Extra Greater Turning, Turn Undead
2  +1  +3 /+0 /+3   Fast Movement +5 ft, Woodland Stride
3  +2  +3 /+1 /+3   Empower Healing
4  +3  +4 /+1 /+4   Animal Companion, Low-Light Vision
5  +3  +4 /+1 /+4   Bonus Domain
6  +4  +5 /+2 /+5  
7  +5  +5 /+2 /+5   Maximize Healing
8  +6  +6 /+2 /+6   Positive Energy Burst
9  +6  +6 /+3 /+6   Fast Movement +10 ft, Darkvision
10 +7  +7 /+3 /+7   Domain Perfection

Class Features

Weapon and Armor Proficiency: Travellers gain no weapon or armor proficiencies.

Spells per day: When a new Traveller level is gained, the character gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before, they must decide to which class they add the new level for purposes of determining spells per day.

Extra Greater Turning: The Traveller of the Path can perform a Greater Turning an extra times per day equal to their Cha modifier (minimum 1). If the Traveller can't perform a Greater Turning, they gain the Greater Turning ability 1 / day (as the Sun Domain granted power). Sean abhors the undead.

Turn Undead: Travellers can turn undead as clerics do. If a Traveller has this ability from another class, her class levels stack to determine her effective turning level.

Fast Movement (Ex): At 2nd level and higher, a Traveller gains a faster land speed than the norm. They travel swift down the road.

Woodland Stride (Ex): A Traveller may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Empower Healing (Ex): When a Traveller of the Path of at least 3rd level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot.

Animal Companion (Ex): A Traveller gains a loyal animal companion for their journeys. Treat the Traveller as a druid whose level is equal to the Traveller's class level -3. If a Traveller already has an animal companion from another class, her class levels stack (for example a Druid 7 / Traveller 4 treats their animal companion as a Druid 8).

Low-Light Vision (Ex): To aid in their travels by night, the Traveller gains low-light vision.

Bonus Domain: A Traveller who reaches 5th level is granted another of Sean's domains (Good, Healing, Sun, Travel) as a third cleric domain. He can use the granted power of the new domain, and he can choose from the three spell lists of three domains when selecting his domain spells for the day. A ranger or druid in this PrC can choose 1 domain, gaining the granted power and bonus spell list (but not an extra spell slot).

Maximize Healing (Ex): When a Traveller who is at least 7th level casts a domain spell from the Healing domain, that spell is affected as though by the Maximize Spell feat. The spell does not use a higher-level slot. This power supersedes the Empower Healing ability.

Positive Energy Burst (Su): At the cost of 2 normal turning attempts, a Traveller of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures within 30 feet. Undead are allowed a Reflex save (DC 10 + the Travellers class level + Cha modifier) for half damage.

Darkvision: To find their way, even in the blackest of nights or underground, a Traveller gains Darkvision 60 feet at 9th level. If they already have darkvision, the radius of their existing darkvision increases by 30 feet.

Domain Perfection: A Traveller chooses 1 of their existing known domains and achieves perfect knowledge of it.
Good: Perfect Self. The Traveller has travelled far enough to change type to outsider (native) and gains damage reduction 10/magic.
Healing: Supreme Healing (Ex). When a Traveller casts a domain spell from the Healing Domain, that spell is affected as though by both the Empower Spell and the Maximize Spell feats. The spell does not use a higher-level slot.
Sun: Solar Gift. All the Travellers turn attempts are greater turnings. The Traveller sheds a radiance which acts as natural daylight in a 30 ft radius.
Travel: Perfect Movement (Su). The Traveller gains permanent Freedom of Movement, as per the spell.[/sblock]

This was an amalgamation of several PrCs (as I mentioned) and I like the flavor of it. There is lots of choice even within the class, and some abilities may not be used as effectively as others, depending on the characters background. The animal companion, particularly if a cleric takes this PrC, is more for flavor. A friend on the long road.

Please reply with your thoughts, comments, criticisms, questions, and improvements.

Cheers
 
Last edited:

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My initial thought was "wow, that's powerful!" Full spellcasting with lots of moderate->good benefits is awesome.

Then I noted your second entry under Special (requirements).

I'm unclear; is the wealth donation only prior to entering this prestige class, or do you need to keep it up to keep the benefits? If the later, why don't you have an ex- section for this prestige class (which you may want anyway, for someone who have abandodned that god, or becomes non-Good)?

If it's the later, in a standard campaign, that's around 152,000 GP over 20 levels (no, the DMG is not in front of me). That's probably enough gold to make up for the increased power of this prestige class.

My only other note is that as a DM, I'd recomend against granting Find the Path 1/day unless you're really ready to take the consenquences.
 

Way, way too much. There's just no reason for a Cleric NOT to enter the class. The wealth cost just isn't enough to matter, the skill requirements will be more or less met by most Clerics anyway (the Survival one is the only one I'd see as painful, and you only require 4 ranks!), and requiring only one Feat just isn't much. (And note that it's a Feat that a level 3 Ranger gets already, plus they can get the skills easier... hmm, a Ranger/Cleric who gets fast movement?)

And then there are the benefits themselves. These are HUGE benefits. An extra domain, and you get to pick it? Even if the other abilities weren't good, this one would already put it over the top. But then there's Positive Energy Burst, both Darkvision and low-light, fast movement... it's just all good stuff, with no drawback.

At best, I'd say 7/10 spellcasting (i.e., no spellcasting at level 1, 5, and 9), maybe even less.
 

Starting at 10th level and working backward:

Keep the Good choice as is.
Change the Healing choice to: affected by Maximize Spell at no spell level increase.
Change the Sun choice to: 1 extra Greater Turning/day and 1 extra use of Positive Energy Burst. No glowing as that makes low-light and darkvision next to useless.
Change the Travel choice to: +10 ft. to Speed and double the duration of Freedom of Movement allowed by Travel domain.

9th
Keep Darkvision but move it to a lower level, drop Fast Movement altogether (subsumed into 10th level choices). Move Positive Energy Burst to this level. Increase the cost of the Positive Energy Burst to use a Greater Turning effect or 4 normal turnings (player choice at time of use). This means that use of this ability costs a feat (Extra Turning) or a domain ability (Greater Turning).

8th
Move Positive Energy Burst to 9th level.

7th
Drop Maximize Healing and move extra Greater Turning here. Limit it to 1 extra Greater Turning.

6th
Drop Find the Path and put Darkvision here.

5th
Change Bonus Domain to only allow spell choice (no granted power). Druids and Rangers gain no extra spell slots just the ability to memorize one spell/spell level from this domain.

4th
This is fine as is

3rd
Drop Empower Healing

2nd
Drop Fast Movement and change Woodland Stride; add that Druids and Rangers that already possess this ability can share this ability with a companion (or Cha number of companions) that they touch during transit of the area.

1st
Move extra Greater Turning to 7th level. Keep Turn Undead as is. Add free Extra Turning feat.

Spellcasting Level Increase
I agree with Spatzimaus 7/10 with no increase at 1, 5, and 9.

Skill Points: Change this to 4+Int/level.

Well, IMHO that's how I would do it.

Ciao
Dave
 

Thanks for the replies.

Zimbel16 said:
I'm unclear; is the wealth donation only prior to entering this prestige class, or do you need to keep it up to keep the benefits? If the later, why don't you have an ex- section for this prestige class (which you may want anyway, for someone who have abandodned that god, or becomes non-Good)?...My only other note is that as a DM, I'd recomend against granting Find the Path 1/day unless you're really ready to take the consenquences.

I will make this clearer. The wealth donation is intended for throughout the PrC levels and beyond. Walking the path, and this path in particular, means sacrificing material for the benefit of others.

Good point about the ex-section, I will write that up.

I think I may simply take out Find the Path and leave 6th level Specials blank.

Spatzimaus said:
Way, way too much. There's just no reason for a Cleric NOT to enter the class. The wealth cost just isn't enough to matter...

Alright, perhaps way too much, but I guess it's time to break it down. The wealth cost, as perhaps poorly explained by me, is throughout the Traveller's PrC path and beyond. Every time they receive/find/gain wealth, 20% must be given away (like the 2nd Ed Paladin, well, his was 10%). That's a hefty cost in a standard campaign. Well, the Cleric must be a cleric of Sean, and in a HB, why not let the cleric in?

...the skill requirements will be more or less met by most Clerics anyway (the Survival one is the only one I'd see as painful, and you only require 4 ranks!)...

The Survival skill requirement is at 4 ranks because if it's cross-class a cleric can enter this PrC at 9th level, if they have the Travel domain, entry is at 6th level. Yes, it benefits those clerics of Sean that took the Travel Domain. However, if they took that domain, they will lose out on the extra greater turning, or the Healing abilities (because they don't have the Sun or Healing domain).

...and requiring only one Feat just isn't much. (And note that it's a Feat that a level 3 Ranger gets already, plus they can get the skills easier... hmm, a Ranger/Cleric who gets fast movement?)

Okay, 1 feat isn't enough. Can you think of another Feat as a requirement?
I was aware that a Ranger gets Endurance at 3rd level, that's one of the reasons I chose it. Plus, the flavor goes very well with someone who walks a lot. Rangers don't have Knowledge (religion) as a class skill, nor do druids, which is why it's a Skill requirement at 4 ranks (instead of higher). A ranger/cleric could work, but if you chose Ranger because of the bonus Endurance feat, you would be Ranger 3/Cleric 3 to satisfy all the requirements. So, still a 7th level entry into the PrC.
A Ranger has an easier way of getting fast movement, check out http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#ranger

And then there are the benefits themselves. These are HUGE benefits. An extra domain, and you get to pick it? Even if the other abilities weren't good, this one would already put it over the top...

Yes, some benefits may seem huge, but I thought I worked it out so no one can really get them all, unless they go a very specific route. Yes, there is an extra domain, but the choices are limited to Sean's domains (Sean's domains are listed in the top of my OP). For example, if a cleric has Sun and Travel as his 2 original domains, at 5th level he can choose either Good or Healing. A druid or ranger can pick 1 from Good, Healing, Sun, or Travel. Druids/rangers could easily multi-class into 1 level of cleric for 2 domains, if they chose.
So, did you read the bonus domain like they could choose any domain at all? If so, I will re-phrase my description. But, I don't think picking an extra domain from 2 or 4 is too much.

...But then there's Positive Energy Burst, both Darkvision and low-light, fast movement... it's just all good stuff, with no drawback.

The Positive Energy Burst is standard at 8th level for the 2 PrCs I found who had it. The Radiant Servant of Pelor and the Hunter of the Dead. The Radiant Servant had the range at 100 feet. I thought that was too much, and the Hunter had it at 20 feet. I think 30 feet is a good range, like the optional turn undead damage rule in Complete Divine.
For a human, low-light is good, yes. For anyone with low-light already, or darkvision, it's moot. 9th level to receive darkvision (minimum 14th character level) is too much?
The fast movement I thought added some flavor, moving a little faster on the road, and it's spread far enough apart on the levels that no one can dip into this PrC for oodles of benefits. However, I shall see if others also think this is too much.

The major drawback, as I perhaps explained poorly, is the 20% wealth donation for the rest of the Travellers life. Failure to pay this results in a loss of powers, until payment is due, and then an Atonement. I will add that to the write-up soon.

Thank you Zimbel16 and Spatzimaus for your comments. I will revise now.

Cheers

Ah, a new post. Will read and respond
 

ElectricDragon, I like some of your changes and will implement them. Forgive the lack of quotes, too many short comments to write :D

I like your idea for the Travel Domain perfection. So, Fast movement is too good for lower levels?
Healing Perfection works well too, I guess. Although I would like the Empower Healing somewhere before, so Travellers can benefit, even if they don't take Healing Perfection.
Perhaps Greater Turning at 6th and Empower Healing at 7th?

Positive Energy Burst I will keep the same because that's pretty much how it is written for 2 other WotC PrCs, except for the ranges and how to calculate Reflex DCs.

Find the Path already dropped ;) . I will move Darkvision.

I like the Woodland Stride change.

I think I will move Greater Turning. I won't add extra Turning, since Positive Energy Burst will remain the same.

I want to the keep spellcasting 1/1, so I will keep skill points lower. I guess also drop/move some of the Healing abilities until 10th level. That should balance out spellcasting.

Cheers
 

I love things like this. Things that look terribly broken but really aren't. Nice job. Maybe I'll post some of mine in the next few days.

Oh wait, college. Riiiight.
 

Kisanji Arael

Thanks, but which version were you talking about, my original or the revised one? :D
I was just editing it, and saw your post.

They are both in the OP, so please check them both out and see which one you prefer!

Cheers :)
 


Frukathka said:
Domain Perfection is defintely over the top.

Really? They only get 1 domain, not all 4. I think they are balanced for a 10th level ability in a PrC.

Why do you think they are overpowered and what changes would you make to make them balanced?

Cheers
 

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